unreal.ForceFeedbackComponent

class unreal.ForceFeedbackComponent(outer=None, name='None')

Bases: unreal.SceneComponent

ForceFeedbackComponent allows placing a rumble effect in to the world and having it apply to player characters who come near it

C++ Source:

  • Module: Engine

  • File: ForceFeedbackComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] Absolute Location: If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] Absolute Rotation: If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] Absolute Scale: If RelativeScale3D should be considered relative to the world, rather than the parent

  • asset_user_data (Array(AssetUserData)): [Read-Write] Asset User Data: Array of user data stored with the component

  • attenuation_overrides (ForceFeedbackAttenuationSettings): [Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for effects generated by this component

  • attenuation_settings (ForceFeedbackAttenuation): [Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component

  • auto_activate (bool): [Read-Write] Auto Activate: Whether the component is activated at creation or must be explicitly activated.

  • can_ever_affect_navigation (bool): [Read-Write] Can Ever Affect Navigation: Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Component Tags: Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] Detail Mode: If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] Editable when Inherited: True if this component can be modified when it was inherited from a parent actor class

  • force_feedback_effect (ForceFeedbackEffect): [Read-Write] Force Feedback Effect: The feedback effect to be played

  • hidden_in_game (bool): [Read-Write] Hidden in Game: Whether to hide the primitive in game, if the primitive is Visible.

  • ignore_time_dilation (bool): [Read-Write] Ignore Time Dilation: Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta time

  • intensity_multiplier (float): [Read-Write] Intensity Multiplier: The intensity multiplier to apply to effects generated by this component

  • is_editor_only (bool): [Read-Write] Is Editor Only: If true, the component will be excluded from non-editor builds

  • looping (bool): [Read-Write] Looping

  • mobility (ComponentMobility): [Read-Write] Mobility: How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] On Component Activated: Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] On Component Deactivated: Called when the component has been deactivated

  • on_force_feedback_finished (OnForceFeedbackFinished): [Read-Write] On Force Feedback Finished: called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

  • override_attenuation (bool): [Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Physics Volume Changed Delegate: Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Primary Component Tick: Main tick function for the Component

  • relative_location (Vector): [Read-Write] Relative Location: Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Relative Rotation: Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Relative Scale 3D: Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicates (bool): [Read-Write] Replicates: Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Should Update Physics Volume: Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • use_attach_parent_bound (bool): [Read-Write] Use Attach Parent Bound: If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Visible: Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

adjust_attenuation(attenuation_settings) None

Modify the attenuation settings of the component

Parameters

attenuation_settings (ForceFeedbackAttenuationSettings) –

property attenuation_overrides

[Read-Write] Attenuation Overrides: If bOverrideSettings is true, the attenuation properties to use for effects generated by this component

Type

(ForceFeedbackAttenuationSettings)

property attenuation_settings

[Read-Write] Attenuation Settings: If bOverrideSettings is false, the asset to use to determine attenuation properties for effects generated by this component

Type

(ForceFeedbackAttenuation)

property force_feedback_effect

[Read-Only] Force Feedback Effect: The feedback effect to be played

Type

(ForceFeedbackEffect)

get_attenuation_settings_to_apply() ForceFeedbackAttenuationSettings or None

BP Get Attenuation Settings to Apply

Returns

out_attenuation_settings (ForceFeedbackAttenuationSettings):

Return type

ForceFeedbackAttenuationSettings or None

property ignore_time_dilation

[Read-Write] Ignore Time Dilation: Should the playback of the forcefeedback pattern ignore time dilation and use the app’s delta time

Type

(bool)

property intensity_multiplier

[Read-Write] Intensity Multiplier: The intensity multiplier to apply to effects generated by this component

Type

(float)

property looping

[Read-Write] Looping

Type

(bool)

property on_force_feedback_finished

[Read-Write] On Force Feedback Finished: called when we finish playing audio, either because it played to completion or because a Stop() call turned it off early

Type

(OnForceFeedbackFinished)

property override_attenuation

[Read-Write] Override Attenuation: Should the Attenuation Settings asset be used (false) or should the properties set directly on the component be used for attenuation properties

Type

(bool)

play(start_time=0.000000) None

Start a feedback effect playing

Parameters

start_time (float) –

set_force_feedback_effect(new_force_feedback_effect) None

Set what force feedback effect is played by this component

Parameters

new_force_feedback_effect (ForceFeedbackEffect) –

set_intensity_multiplier(new_intensity_multiplier) None

Set a new intensity multiplier

Parameters

new_intensity_multiplier (float) –

stop() None

Stop playing the feedback effect